this one should be compatible with any mesh type:
Function AnimatedMeshToNewtonCollisionTree:Byte Ptr(nWorld:Byte Ptr,g_map:IAnimatedMesh,g_newtonMap:Byte Ptr) NewtonTreeCollisionBeginBuild(g_newtonmap) Local cMeshBuffer:Int,j:Int Local v1i:Int,v2i:Int,v3i:Int Local mb:IMeshBuffer Local vArray:Float[9] 'vertex array (3*3 floats) Local tmpCount:Int = 0 For cMeshBuffer=0 To g_map.getMesh(0).getMeshBufferCount() - 1 mb = g_map.getMesh(0).getMeshBuffer(cMeshBuffer) Local vertType:Int=mb.getVertexType() Local arr_standardVerts:Array_S3DVertex=Null Local arr_2TCoordVerts:Array_S3DVertex2TCoords=Null Local arr_TangentVerts:Array_S3DVertexTangents=Null If vertType=EVT_STANDARD arr_standardVerts=mb.getVertices() Else If vertType=EVT_2TCOORDS arr_2TCoordVerts=mb.getVertices2TCoords() Else If vertType=EVT_TANGENTS arr_TangentVerts=mb.getVerticesTangents() EndIf Local mb_indices:Array_u16=mb.getIndices() 'add each triangle from the mesh For j=0 To mb.getIndexCount() - 1 Step 3 v1i=mb_indices.elementAt(j)[0] v2i=mb_indices.elementAt(j+1)[0] v3i=mb_indices.elementAt(j+2)[0] Local v1:Vertex=Null Local v2:Vertex=Null Local v3:Vertex=Null If vertType=EVT_STANDARD v1=Vertex(arr_standardVerts.elementAt(v1i)) v2=Vertex(arr_standardVerts.elementAt(v2i)) v3=Vertex(arr_standardVerts.elementAt(v3i)) Else If vertType=EVT_2TCOORDS v1=Vertex(arr_2TCoordVerts.elementAt(v1i)) v2=Vertex(arr_2TCoordVerts.elementAt(v2i)) v3=Vertex(arr_2TCoordVerts.elementAt(v3i)) Else If vertType=EVT_TANGENTS v1=Vertex(arr_tangentVerts.elementAt(v1i)) v2=Vertex(arr_tangentVerts.elementAt(v2i)) v3=Vertex(arr_tangentVerts.elementAt(v3i)) EndIf vArray[0]=v1.getPos().getX() vArray[1]=v1.getPos().getY() vArray[2]=v1.getPos().getZ() vArray[3]=v2.getPos().getX() vArray[4]=v2.getPos().getY() vArray[5]=v2.getPos().getZ() vArray[6]=v3.getPos().getX() vArray[7]=v3.getPos().getY() vArray[8]=v3.getPos().getZ() NewtonTreeCollisionAddFace(g_newtonmap, 3,Varptr vArray[0], 12, j) Next Next NewtonTreeCollisionEndBuild(g_newtonmap,0) Local g_newtonmapbody:Byte Ptr=NewtonCreateBody(nWorld,g_newtonmap) Rem After loading the bsp mesh in irrlicht we must create a newton collision tree consisting of all the triangles in the bsp mesh. To do this we loop through the indices list And add vertices 3 at a time into newton. I should mention here that I was lazy when writing this And just used a straight cast To video::S3DVertex2TCoords - this is because bsp meshes have lightmap textures on them. If you are using a mesh with only 1 set of texture co-ordinates (like a landscape Or .x level) Then use (video::S3DVertex). Newton requires 2 pointers For every Object - a NewtonBody* For the rigid body, And a NewtonCollision* that describes the objects geometry. After creating the tree collision geometry, we create a body For the map And assign it To the collision. Bodys which have a tree collision For their geometry are static And their mass will be ignored by newton - so you can only use meshes For your scenery! End Rem Rem 'set the newton world size based on the bsp size Local boxP0:Float[3] Local boxP1:Float[3] Local matrix:Float[16] NewtonBodyGetMatrix g_newtonmapbody,Varptr matrix[0] NewtonCollisionCalculateAABB g_newtonmap,Varptr matrix[0],Varptr boxP0[0],Varptr boxP1[0] 'pad the box boxP0[0]:-10 boxP1[0]:+10 boxP0[1]:-10 boxP1[1]:+10 boxP0[2]:-10 boxP1[2]:+10 NewtonSetWorldSize nWorld,Varptr boxP0[0],Varptr boxP1[0] EndRem Rem After loading the map, we can calculate the bounding box surrounding it And set the newton world size To match. Newton should automatically disable anything which falls out of the map this way. End Rem Return g_newtonmapbody End Function